Doom: Sigil - UV-Speed in 5:13 by Dimon12321 [TAS]

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Published on ● Video Link: https://www.youtube.com/watch?v=_ar2Oq-n3pI



Game:
Sigil (2019)
Duration: 6:40
791 views
0


WAD: Sigil v1.1
Filename: SIGIL_COMPAT.wad
Tags: UV-Speed, ALL maps, TAS
Source ports: PrBoom+ 2.5.1.4 and XDRE 2.20
Playback command: glboom-plus.exe -iwad doom.wad -complevel 3 -file SIGIL_COMPAT.wad -episode 3 -playdemo sigu513.lmp

Timetable:
Map 1: Baphomet's Demesne - 0:24 (0:24)
Map 2: Sheol - 0:19 (0:43)
Map 3: Cages of the Damned - 0:24 (1:07)
Map 4: Paths of Wretchedness - 0:26 (1:33)
Map 5: Abaddon's Void -1:19 (2:52)
Map 6: Unspeakable Persecution - 1:05 (3:57)
Map 7: Nightmare Underworld - 0:59 (4:56)
Map 8: Halls of Perdition - 0:17 (5:13)

Overall time: 5:13

This is a tool-assisted speedrun that completes all non-secret maps in the fastest time. It is composed in XDRE 2.20, but there are parts recorded in PrBoom+ using -recordfromto and slow motion. Completed in 145 segments.

Comments:
Map 1: It's the only map that was recorded outside XDRE because then I wasn't planning to make an HQ TAS frame-by-frame. I'm pleased with the result though it's possible to save 1-1.5 secs if you use Strafe50 on turns and activate all eyes and switches at the first possible frame respectively.

Map 2: Here I tried XDRE for the first time because it was difficult to bypass zombies in slow motion. First 5 secs (till the first teleport) and from the red switch to the exit are made in XDRE. Grabbed a megaarmor for the further maps, but I've lost a half of a second.

Map 3: Activating the switch through the window is mind-blowing timesaver. When I tried this map on the release day, I was wondering whether it's possible to activate it like that. Zero-Master confirmed that. I'm not satysfied with it anyway because I've spent 15 tics picking a suitable nano-pixelled position to finally activate it. Also, I'm don't like the section where a cacodemon flies out of the exit room. I had to lose some time to make the lost soul NOT to fly inside the exit room. This part was made in slow motion.

Map 4: Skipping 2 linedefs that activate the crushers is the main difference from Zero-Master's route. I had to do 2 rocket boosts to keep the crushers dead. The 2nd linedef is so complicated and there is a zombie that blocks my pass. After 2 hours of trying, I got a positive result and crushers stood still, but I got crappy AI inside zombies and spent 1 more sec to bypass them. While waiting for the lift that takes you to the key barrier, I ran for a stimpack. Another rocket boost was made to fly over the barrier.

Map 5: A combo work of a chaingun and a shotgun helped me to clean the way to the switch and back with any major time loses. Got bad RNG with imps on the top of a platform and had to spend 2 rockets to clean the way. The idea to shot a rocket inside the chamber is good, but I was expecting to kill at least 2 monsters with it. Getting back on the top from where I've came to lower the wall that hides a blue door was the most difficult part of the entire map. I've managed the timings between activating the barrier I need to cross and found a tiny threshold (3 tics) where I can get back. Obviously, it's impossible to execute this outside XDRE. The last building was also made in XDRE because it requires advanced time managment and monsters' actions manipulation. Rocket damage was also manipulated. By the end, I got a damn cacodemon blocking my way, so I've lost some moments.

Map 6: Activating the lift before removing the barrier is another timesave here. Despite the fact I had to bypass the room with barons, I think it would be better not to do so. So concerns the secret room with an invulrerabilty sphere, but it was rather my curiosity, if it's possible to get it without time loses, than a necessary thing. Jumping to various platforms in the big room with teleports is probably the best idea I could think of and I'm glad it's successful.

Map 7: I wanted to perform a void glide through a metal fence at the very beginning, but the circumstances don't let you do that, so I walked out of the cave as normal. Another failure is the barrier in the red room that raises as soon as I enter the room and I don't have enough time to come back before it's too high. I could save about 10 second. The long bridge with 3 teleports is another fail since I could bypass the first teleport, even though it's not too hard. The final teleport is skipped with the help of same old rocket boost. BFG usage in the room with a yellow key is slow, but I ran out of ammo to shoot from it in advance.

Map 8: Since I died at the last frame of Map 7, I don't have to switch weapons to shoot an eye. The hallway is full of metal fences that boost you, but I found only one that saves time. Not much combat here..

The TAS is not perfect. I think sub 5 minutes is possible. v1.2 will come soon. Let's see how different it will be from v1.1 and how it will affect the speedrunning.
Best regards to you!

Author: Dmitry "Dimon12321" Moskovchenko
E-mail: d.moskowchenko@gmail.com
YouTube channel: https://www.youtube.com/channel/UCxvEocYkwNTG9S-xqvvwwrA







Tags:
Doom
Speedrun
Record



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Sigil Statistics For Doom Speed Demo Archive

There are 1,022 views in 3 videos for Sigil. His channel published less than an hour of Sigil content, less than 0.02% of the total video content that Doom Speed Demo Archive has uploaded to YouTube.